//=============================================================================
#include "CLua.h"

//=============================================================================
int Lua_Entity_Add(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_CreateSpawnPoint(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_FollowEntity(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_FollowPlayer(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_GetHealth(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_Heal(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_Hurt(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_Move(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_Remove(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_RemoveSpawnPoint(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_Say(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_SetAlpha(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_SetAnimation(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_SetAnimationLoop(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_SetAnimationSpeed(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_SetDimensions(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_SetHealth(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_SetPosition(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//-----------------------------------------------------------------------------
int Lua_Entity_SetRotation(lua_State* Lua_Handle) {
    lua_pushnumber(Lua_Handle, 1);

    return 1;
}

//=============================================================================
